I currently have a list of vectors and colors for the top face of a 'wall-tile' but I want to fill out this wall tile so that it looks 3d. What I need is 2 transformation matrices that can do this transformation, but i have no idea on how to construct them.

... ...Seriously, did you REALLY create that?(Where did you get those models, btw)And how fast was it running?

I'm skeptical. But cool stuff, bro

The models are made in code I used a little bit of Notches code (from his old player running animation applet used for testing minecraft skins) in order to learn how polygonal rendering worked.Then I made a running character in java, then a block, then a chunk, then multiple chunks, then I created my own frustum culling, then I made random terrain, then I started some simple player physics, and viola!

I get about 50-100 fps while running the game (I get about 30-200 fps in minecraft)

... ...Seriously, did you REALLY create that?(Where did you get those models, btw)And how fast was it running?

I'm skeptical. But cool stuff, bro

The models are made in code I used a little bit of Notches code (from his old player running animation applet used for testing minecraft skins) in order to learn how polygonal rendering worked.Then I made a running character in java, then a block, then a chunk, then multiple chunks, then I created my own frustum culling, then I made random terrain, then I started some simple player physics, and viola!

I get about 50-100 fps while running the game (I get about 30-200 fps in minecraft)

In that picture, the view distance is about the same as Minecrafts "short" render distance, perhaps slightly farther.

The lag isn't from drawing, but inefficiencies in the code.I can get almost double that rendering distance (which is about a little farther than minecrafts "normal" rendering distance), and get 30-50 fps

The problem is that each block is stored as a Model object, and each Model has polygon objects, and each polygon has Vertex objects. If I can completely get rid of the vertices, and have them as variables inside the polygon, then I could potentially get a much higher frame rate. However, this is a really impractical thing to do

I think minecraft stores blocks as either int, or short or char at runtime. (I think it saves as byte, but I'm not sure...)

They are.The block id's are stored as bytes in a byte array in the chunk.I also store the entire model of the chunk so I can loop through that array every frame update to draw the chunk, rather than recreate all the polygons every step (which would be MUCH slower).

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